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ACE/AAF Danvile battle weekend March 14-16 2014

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ACE/AAF Danvile battle weekend March 14-16 2014

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Old 02-16-2014, 09:15 AM
  #1  
TheBennyB
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Default ACE/AAF Danvile battle weekend March 14-16 2014

Hello fellow tankers,
Here are the schedule and battle rules for the March event. I'm sure their is going to be questons so just PM me or ask them below the event info.
Looking forward to the years first event at the AAF tank museum battlefield and seeing everyone.



-ACE/AAF MAR 2014
BATTLEDAY EVENT-

AAF Museum, Danville, Virginia, March 14[SUP]th[/SUP], 15[SUP]th[/SUP], and 16th 2014

March 14, 2014
FRIDAY
[HR][/HR]

10am a)-Museum opened for battle participants
b)-Inspections and registration begins (conducted all day)-Bret and Doug
c)-Participants who have been inspected and registered may
operate on the battlefield

10-11:30am Doofus-Goofus Time-Battles oriented for TFA-only battles
Battles will be run ad-hoc by anyone, vehicles must be returned to correct stock orientation prior to participating in ALL other battles with the exception of fixed-structure vehicles, which will remain in TFA-orientation.

12:00 Briefs
a)-Event Brief –Doug

12:00-5pm Basic and Intermediate-Level Battles-Jake
These battles will include aspects of RT battles, such as vehicle recovery, minefields, etc,
but will remain on a reduced-level.
.
5:00-7:00pm RT-orientation and battling-Jake
A few minutes to get available participants up to speed and basic RT-level battling

8:30-9pm Conduct battlefield maintenance- clean areas of responsibilities and ensure they are inspected by a museum representative.-Tony

9:00 Dinner Meet











Mar 15, 2014
SATURDAY
[HR][/HR]

9am Musuem open for participants and public

9-11am Inspections and registration-Bret and Doug
-Participants who have been inspected and registered may
operate on the battlefield

9:30-9:45am Briefs
a)-Event Brief –Doug
b)-Types of Battles Brief- Bret Benson
9:45-11:45am Doofus-Goofus Time-Battles oriented for TFA-only battles
Battles will be run ad-hoc by anyone, vehicles must be returned to correct stock orientation prior to participating in ALL other battles with the exception of fixed-structure vehicles, which will remain in TFA-orientation

12:00-12:30pm RT-Level Battling Orientation-Jake
Nuts And bolts walk-thru that gets all participants up to speed

12:30-1:30pm RT-Level Campaign Battle #1-Jake

1:30-2:30pm RT-Level Campaign Battle #2-Jake

2:30-3:30pm RT-Level Campaign Battle #3-Jake

3:30-4:30pm RT-Level Campaign Battle #4-Jake

4:30-5:30pm RT-Level Campaign Battle #5-Jake

5:30-6:30pm Competition Battles #1-Doug

6:30-8:30pm Basic and Intermediate-Level Battles (Including Night Battles if desired)-Bret

8:30-9pm Conduct battlefield maintenance- clean areas of responsibilities and ensure they are inspected by a museum representative.-Tony

9pm Museum Closes













Mar 16, 2014
SUNDAY
[HR][/HR]

9:00 Museum opened for battle participants

9:00-10:30am Doofus-Goofus Time-Battles oriented for TFA-only battles
Battles will be run ad-hoc by anyone, vehicles must be returned to correct stock orientation prior to participating in ALL other battles with the exception of fixed-structure vehicles, which will remain in TFA-orientation

10:30-2:30pm Open Battles-Bret

2:30-3pm Cleanup and Battleday Over-Doug

Notes for the event:
(1)-There are NO LUNCHES scheduled during the duration of the event. Eat
before coming, and/or bring something to snack on.
(2)-All battles will be Tamiya stock orientation for battle units with the exception
of fixed-structured vehicles. There is no IFA-orientation allowed for any
battle. TFA oriented battle units on other than fixed-structured vehicles are
only allowed during designated times of ‘Doofus-Goofus’. Any vehicle (non-
fixed structured) switching over to TFA, must be in the correct orientation for
all other battles.
(3)-Anyone not familiar with driving their vehicles on/off a vehicle transported see
Willy Loewer for direction -prior to the commencement of battles or in-
between.
(4)-All battles, unless otherwise stated are AXIS vs ALLIES. If needed to balance
numbers, tape, stickers, or other such markers are to be utilized in establishing
a ‘captured vehicle’.
(5)-Access across rivers WILL ONLY BE ACROSS BRIDGES.
(6)-The battlefield for this battleday is comprised of 8 ZONES. Doug has placed new markers
designating each one. These will be utilized for the entire battleday.
(7) The battles should have nearly the same total of stock and TFA configured
vehicles. There are usually more fixed-structured vehicles on the German side,
so the total fixed-structured vehicles will be measured, so no unfair advantages
exist. This will not prevent a couple of fixed-structured vehicles operating on one side if
there aren’t any on the other side, but the other side should, not must, be added too with a
greater amount of turreted tanks.

Jake
Doug Gasser
Bret Bensen
Willy Loewer
Old 02-16-2014, 09:16 AM
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TheBennyB
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Here are the battle guidelines/rules.


RT (Rolling Thunder) -Level Campaign Battles Overview
I’m going to try to explain this as easily as possible. Understand that most people can’t understand the written text, or when talking one on one, so they need drawings or demos to fully comprehend the full scope of what you’re asking of them to execute. Normally at Danville, participants only conduct coordinated battles on a tank platoon (approximately 4 members each) level. They receive little direction other than ‘there’s the enemy, go get ‘em’. With RT-Level Campaign Battling, participants are operating on a tank company level. Not only are the combating elements involved in the battle bringing about the team’s victories, but to a large degree, so are the supporting elements. This vastly increases the involvement of all the participants, while increasing the level of excitement of each battle. At the museum, smaller practice runs beforehand, along with a brief, and a walk-thru demo will get everyone up to speed in a short amount of time with a minimum of confusion.
What Is RT-Level Campaign Battling?
RT-Level Campaign Battling is a vastly more in-depth way to conduct battles. More in-depth by time, complexity, the organization of participants, and manipulations of a inter-locking battlefield. The two battling teams are composed of a tank company size, with both combating and supporting elements.
It begins with a battlefield that inter-connects to other battlefields through sequential battles. Simply, one team will a mission to enter, conduct a battle, and reach a designated exit. From there, the team will enter a new field, but in enemy territory, mostly in enemy hands, and will have to orchestrate a victory with the new parameters laid before them…or not.
The opponent teams are of either axis or allied teams. They are the size and structure of a fluctuating tank company. The tank company has: a CO, a XO, platoon leader(s), platoon member(s), and supporting units comprised of logistical, bridge repairing, mine-clearing, and artillery units. The CO and XO for each team will have on a colored vest or other distinguishing item that will immediately be recognizable to members of his team or the opponent’s team. Each of the team’s components has responsibilities in their conduct of the battle and each directly affects the battle, sometimes dramatically. Kills are made not only by tank-on-tank warfare, but by artillery strikes, minefields, and lack of fuel (logistical support). Air strikes are conducted at times to limit certain avenues (knocking out bridges) of the battlefield while the battle is being conducted. The supporting units are made up of trucks that recover certain tanks that have been knocked out through enemy action. As the trucks are representative of the logistical value of the company, the trucks also represent the operating limitations regarding fuel, for bridge repair, and clearing minefields. TBU orientation is stock, with the exception of fixed-structured vehicles. There are not any IFA capabilities for any vehicle. The number of fixed structured vehicles must be controlled, so there’s not an unfair advantage for one side. This can be controlled by using ‘captured’ vehicles. NO MORE THAN A QUARTER OF A TEAM’S FORCE CAN BE FIXED-STRUCTURED VEHICLES.
RT-Level Campaign Battling Defined
The Battlefield
The battlefield comprises 8 zones. The axis and allies start on a given battlefield on their respective sides of a DMZ line, then after the initial battle, the winner advances to the next sequential battlefield in the enemy’s sector. All of the battlefield, with the exception of the initial zone for the advancing unit will be in enemy hands. This can be manipulated if needs arise to an additional zone, as all zones are not equal. Advancing into the enemy’s sector makes conditions and circumstances increasingly harder for the advancing team, as they would be in real life. Some of these things are decreased accesses (disabled bridges) and established minefields that limit the aggressor and assist the defender. Where the team enters a battlefield is where their support unit operates the company’s repair facilities. It is also where the truck must return to have either its repair flag, or mine-clearing flag installed and removed by the XO. The flags are not inter-changeable. During some battles, air strikes will be utilized at timed intervals to reduce bridge accesses to areas of the battlefield. Minefields will also be established before a battle, and at timed sequences during a battle. Again, both of these issues can be corrected by utilizing the respective truck. Each team will enter a given battlefield at a certain location and exit from a certain location which will be given to each team’s CO at the battle brief. Battle briefs will be conducted immediately AFTER the battle is concluded. While the CO is getting his brief, the XO along with the platoon leaders should be getting their team ready for the next battle. Once the CO has received the brief, he needs to formulate a plan and issue it to the team. The interval between battles is about 20-30 minutes to give each team the necessary preparation time. At no time will accesses such as bridges be allowed to be blocked by team players (dead tank). A number of bridges will be knocked out prior to the battle, or during the battle by the battle organizers.
The Team (Tank Company)
The individual opponent teams for each side comprise a tank company. They have a CO, XO, platoon leaders, platoon members, and a support detachment. A truck represents the visual part of the support detachment, comprising the aspects of a recovery unit, bridge repair, and mine clearing capabilities, with each being able to be used, but not at the same time. Additionally, an unseen part of the support detachment is the artillery supporting unit for the tank company, but while the truck and its individual aspects are under the control of the XO, the artillery unit is under the direct guidance of the CO.
The battle is planned and led by the CO, and this direction is carried out by his individual company components (XO, platoons, etc). The platoon leaders direct their platoons in accomplishing the tasks that the CO has given them prior to the battle starting, and should be giving them updated directions as the course of the battle moves along. Teams should start and end with the same members throughout these battle sets. While some members may come and go from the museum, the ones that are involved should be on one given team. The battling will be enhanced this way, as the team will start working out its quirks and establish standardized practices. The biggest routine failures on the battlefield are from teams that fail to work together, and the two major faults are: participants only combating as individuals; and changing out key leadership positions. Battles will be rough at first as both leaders and the team members learn how to organize and operate. During subsequent battles, it becomes readily apparent who is learning and adapting, and who is crashing and dying. Each battle will be tougher than the first, and the results of learning and adapting become more evident to those that are working together.
The CO
The CO is the head of the tank company. After receiving the details for the upcoming battle, he first plans how he wants the team to execute the battle, and gives further directions while the battle is going on as needed. He is also in charge of directing the artillery strikes (artillery strikes are limited to the number of recoveries by the recovery vehicle). At designated times after the start of a battle, he will have 2 minutes to call an artillery strike upon the enemy combatants to eliminate any tank (with the exception of the opposite team’s CO or XO). He cannot call the strike early, as he will lose that round of artillery strike, nor can the strike be called after two minutes from his strike time. Being the team CO is difficult as there are many things that they have to manage, just as in a real battle, you have to manage the battle, as well as your team’s assets, but he has a lot of help in conducting the battle, and a good CO uses his leadership assets to free up his own time in order to put more thought into the battle. The CO should only be giving orders to the platoon leader(s), and let the platoon leaders figure out there part of the mission. The CO will direct the XO where he wants the XO and support units to operate. Prior to a battle, the CO is responsible for getting his team out on the field on time. He does this by ensuring that all leaders are getting their people moving and on track. The CO cannot be killed by an artillery strike.
The XO
The XO should be with the CO when he receives his information on the upcoming battle. Because if the CO gets put out of action, the XO takes his place (the 1[SUP]st[/SUP] platoon leader should then become the XO). The XO is in charge of directing vehicle recovery, minefield clearing, and bridge repair. He’s also in charge of fuel support, ensuring that the support vehicle has entered a new zone that the team has advanced in within 3 minutes (for more on this see ‘support unit’). Ensuring that the support vehicle has entered into a newly entered zone within 3 minutes is the number one priority for the XO, as not doing so eliminates from battle all operating units into and who have gone past that zone. The second priority for the XO is keeping abreast over who’s been knocked out, and what the priority is for recovering vehicles. The priority for recovery is not the same as in fluff battles, with RT-Level Campaign Battling it’s what tank or tank’s aspect is needed the most. This direction may come from what the CO orders, but if not, he makes his own order of recoveries. Additionally, the whole team is not recoverable, only a portion. A ratio of 1 recovery per every 3 tanks will be used. If a team has 4-6 tanks, it would get another recovery and so on (example a team has 8 tanks, they get 3 recoveries). The support vehicle also may be utilized as a mine clearing unit. To clear a zone, the support vehicle must return to the depot (depot is where the unit entered the battle) receive and place the correct flag for mine-clearing on his vehicle from the XO, then proceed to the zone to be cleared of mines. He must park adjacent to the zone (not within) and declare to all in a loud voice ‘mine-clearing’. When the 5 minutes have expired he is to declare in a loud voice ‘mine clearing complete’. He then proceeds back to the depot to deliver his flag to the XO. The same applies when repairing a bridge, the operator of the support vehicle goes to the depot and receives the correct flag from the XO then proceeds to the applicable bridge, and parks at or on it. He then declares in a loud voice ‘Bridge repair’ and waits 5 minutes. Once the 5 minutes have expired, he announces ‘bridge repair completed’ and returns his flag to the XO in the depot. The support vehicle must never have on the wrong flag, or doing any other operation when flagged. The support vehicle may conduct fuel support and vehicle recovery (or carrying vehicle) at the same time, but must be within the effective zone. The XO cannot be killed by an artillery strike.
In case recovery trucks are not available, and for the sake of game play, the XO can act in place of the support vehicle truck. He will personally guide the knocked out tank back to the depot, keeping abreast, or leading the knocked out tank, then return (the knocked out tank of course returns on its own). This applies the same to bridge repair and mine-clearing.
The Platoon Leader and Platoon Members
The platoon leader gets his direction from the CO and then directs his platoon in carrying the directions out. The platoon may only have two members, the platoon leader and another, or it may have up to 4 members. This was how it was in reality, and it is how you ‘flesh out’ a team no matter how many people show up. Sometimes you’ll only have enough for 4 platoon members, and at other times more. So instead of having one platoon of 4, it would be better to have two platoons of two members. It’s vastly better to have more platoons, than everyone bunched into one or two groups. To lead the unit, it’s much easier for platoon leaders to be behind and directing their team members. This oversight is needed to give adequate direction as the battle unfolds. A platoon leader that is solely engaging the enemy, and not directing his platoon and their efforts is swiftly destroying his team. The platoon leaders are the CO’s hammers.
Support Unit
The support unit represented by a truck, is the recovery unit, recovering disabled tanks, it is the mine-clearing unit, clearing mined zones so that the tank company may advance in a desired direction; It is the bridge repair unit that repairs a bridge in order to get the tank company across a river; It is the fuel and logistical representation of the tank company, advancing into a zone that has been newly advanced in within 3 minutes of the first vehicle entering into the zone in order to logistically support the tank company.
The team’s XO is in charge of this support unit, and directs the operator of the truck to conduct either tank recovery, bridge repair, mine-clearing, or logistically support the advance (within 3 minutes). Acting as the recovery truck, the recovery truck takes the tank back to the repair facility (depot) which is always located where the team entered the battle. A ratio of 1 recovery per every 3 tanks will be used (this same ratio is used for the total number of artillery strikes). If a team has 4-6 tanks, it would get another recovery and so on (example a team has 8 tanks, they get 3 recoveries). The support truck CAN BE CAPTURED. The support truck can only go into a zone while there are friendly tanks in the zone. So if it is acting as a recovery truck, logistical fuel support, bridge repair, or mine-clearing, it has to be supported by friendly units. If all the friendly tanks in the zone are knocked out while the support truck is present in that zone, and if there is an enemy vehicle present the support truck is captured. The enemy vehicle has to get between the support truck and its direct path to its repair facility and yell out ‘captured’ to make it abundantly clear to all that it is captured. Additionally, if a support truck advances into a zone where no friendly vehicles are present and only enemy tanks, the support truck could be captured. The Capture of a recovery unit lasts for the duration of that specific battle, and the team that captured the recovery truck receives the new value of recoveries that the team had with their recovery truck, so if the team had 2 recoveries, the vehicle will receive a renewal for 2 vehicles. The captured truck can also act as logistical fuel, bridge repair, and mine-clearing as well.
For clarity, vehicles can be recovered for anything including an artillery strike, which means if they are disabled due to not having a logistical fuel truck enter their zone within 3 minutes, they can be recovered for this. If a tank is disabled in a minefield, he can still fight until knocked out by fire, he just cannot move until the mine field is cleared, and then he must be recovered by a recovery vehicle.

A Basic Example of a Battle’s Execution
The CO will receive the battle information from the person creating the battle, and he will then formulate a plan. That plan he will then deliver to his team with orders specifically going to the platoon leaders and XO. Below is an example of the battlefield. Notice that it is now comprised of 8 zones.

This 2[SUP]nd[/SUP] drawing illustrates how the two forces will start out the battle, with one opponent north of the river (helicopter side), and the other south of it. The river serves as the initial DMZ line for the initial battle only. For all other battles, one opponent (who lost the previous battle) will own most of the battlefield, while the other opponent (who won the last battle) will be entering. For the purpose of these drawings, green are the allies and blue are the axis.

The third drawing below illustrates the beginning of a battle AFTER the initial battle. Here, the allies have lost, so they own most of the field (since the axis is advancing into allied territory) except a sizeable initial zone to enter into. Note that the battle starts with zones 6 and 7 already mined, and the bridges in zones 3 and 4 wrecked. The 3 axis platoons are entering zone 5, and the support unit is heading to the border of zone 6 to conduct mine-clearing. The orders to the axis are to enter into zone 5, destroy the enemy, and exit from zone 1, while the orders to the allies are to occupy zones 1-4, and 8. Both sides are informed of initial mined zones, and bridges wrecked. Sometimes mined zones or a wrecked bridge will happen at a certain time during the battle. Both CO’s will be given these details.

Notes for the CO
After receiving his orders, the CO needs to make a battle plan. He has a number of platoons that are lead by a platoon leader, and a supporting element that is lead by the XO. The CO needs to administer the battle and not get actively involved in the battle unless necessary. This is why the orders he gives his platoon leaders are very important, for it is they who are to figure out their individual missions. The XO is told where the CO is going to need support, so the XO has his own 3-ring circus going with controlling where the support vehicle is supposed to be. If the support vehicle hasn’t entered a newly conquered zone within 3 minutes, the tanks within that zone are put out of action; if a vehicle needs recovery, the support vehicle must be directed to do so, if a direction of attack must be made through a mined zone, he must be there to direct the support vehicle to do that, and same with restoring a bridges access. So the CO doesn’t have to do all the actions of a team, he has the people with the tools necessary to complete the tasks at hand, but sometimes he has to be there to ensure that they are being done, or give further direction when battle plans change (and any great battle always does).
The CO’s orders to his platoon leaders should let the platoon leaders know; where they’ll start and where they’ll need to end up at the end of the battle. Some platoons will at times be giving only fire-support to another unit that is advancing to gain an advantage. Platoons should always be working together. The XO should know the initial tasks for the support unit to undertake, then check with the CO periodically for updated mission tasking.
The success and failure of a team will always be who can execute correctly a decent plan. The best plan poorly executed is the same as no plan at all with both being failures.
Other Notes
(1)Bridges-At no time will a bridge be intentionally blocked by a vehicle. If a vehicle dies on a bridge, it must be removed. Access across rivers can ONLY be done across bridges. This is all part of the designed battle conditions for each battle.
(2)During the battleday event ‘gentleman’s rule’ for both ‘spin-shooting’ and ‘lag-shooting’ are imposed. You’ll be warned, and if you keep doing it, you’ll be pulled off the battlefield. With ‘spin-shooting’, you can shoot while you’re turning, just you can’t turn in-place. If this is hard to understand get with the event organizers for clarity. This will be in effect for all battles.








INSPECTIONS: We're going to check the following criteria to make sure we're all on a level playing field.

Check every tank takes hits and dies according to weight class from 30'.
Check for obstructions blocking the apple. (hatches, MG's, etc.)
Check emitter tube to stock tamiya tube dimensions. (9mm depth to led, 6mm ID)
We're not going to check speed as that's pretty easy to self police.
Also as a note we will be playing through spontaneous resets's, not pulling the tank from the field.


















Last edited by TheBennyB; 02-21-2014 at 06:42 AM.
Old 02-16-2014, 10:51 AM
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DaveBcool
 
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Looking forward to this battle weekend, maybe even for all 3 days!
I missed the last 2 events, so I hope to arrive Friday and knock the rust off.
Thank you for organizing the event, and putting some thought into planning.
It is appreciated.
I really enjoyed the RT battles last year.

I have a question.
Just to be clear, can you list or point us to the inspections rules?
Old 02-16-2014, 07:52 PM
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cleong
 
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Count me in with my Tamiya Panther. Anyone else coming down from New England and want to either car-pool or drive together?
Old 02-17-2014, 01:38 PM
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TheBennyB
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Originally Posted by DaveBcool
Looking forward to this battle weekend, maybe even for all 3 days!
I missed the last 2 events, so I hope to arrive Friday and knock the rust off.
Thank you for organizing the event, and putting some thought into planning.
It is appreciated.
I really enjoyed the RT battles last year.

I have a question.
Just to be clear, can you list or point us to the inspections rules?
Gald to hear you can make it Dave. Inspections will be easy and quick. I've edited the above RT guidelines to include inspection criteria.
Old 02-17-2014, 03:38 PM
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kinzavrop
 
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Bret, How many tankers per company are needed for the Rolling Thunder battles (min/max)? Will tanks be color flagged to identify or will they be truly allied/axis tank battles?

Doofus-goofus from GA
Old 02-17-2014, 04:29 PM
  #7  
TheBennyB
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Originally Posted by kinzavrop
Bret, How many tankers per company are needed for the Rolling Thunder battles (min/max)? Will tanks be color flagged to identify or will they be truly allied/axis tank battles?

Doofus-goofus from GA
They will be true axis vs allied. Really don't want to have flags out on the battlefield. As for numbers, we'll just roll with whoever is present. Can't really go by certain numbers as it differs
so greatly between Friday to Saturday to Sunday the number of tankers at the museum.
Old 02-17-2014, 05:05 PM
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kinzavrop
 
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So it is a good idea for everyone to bring at least one allied tank and one axis tank. This will help to even up the teams. Also, will each tank company remain together throughout the day on Saturday? This will help to bring cohesiveness and better team play.
Old 02-17-2014, 06:47 PM
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TheBennyB
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Originally Posted by kinzavrop
So it is a good idea for everyone to bring at least one allied tank and one axis tank. This will help to even up the teams. Also, will each tank company remain together throughout the day on Saturday? This will help to bring cohesiveness and better team play.
You got it, If people have both an axis and allied tank bring them to make team's easier to create. Yes, teams will stay together throughout the weekend to try and build up teamwork.
This is just for the RT battles. The all TFA battles can be done with chips or whatever else people would like to do and we can flag tanks for those battles as well.
Old 02-18-2014, 04:18 AM
  #10  
TheBennyB
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Updates on the RT battlefield are now listed, notice 8 zones now!
Old 02-18-2014, 07:33 AM
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DaveBcool
 
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Brett
On the old battlefield map, it was divided down the middle by the river, not the posts.
Will it be the same for the 8 zones, or will it be simply divided by the posts?
I will draw and post a map.
Old 02-18-2014, 08:17 AM
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TheBennyB
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Originally Posted by DaveBcool
Brett
On the old battlefield map, it was divided down the middle by the river, not the posts.
Will it be the same for the 8 zones, or will it be simply divided by the posts?
I will draw and post a map.
Jake is coming up with more detail on the battlefield, not sure if he'll have a map or not. If not, I'll get the zone description to you to draw a map. Thanks!
Old 02-18-2014, 09:50 AM
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TheBennyB
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Here some basic maps of the battlefield with zones marked by the steel I beams we are all familiar with and numbered. If it's your first time coming to Danville it will make sense once you arrive.
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Last edited by TheBennyB; 02-19-2014 at 05:13 PM.
Old 02-20-2014, 04:08 AM
  #14  
TheBennyB
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ok guys, just updated the RT guidelines/rules to include descriptions of how each tank company is broken down. If you have any questions feel free to post up or PM me.
Old 02-20-2014, 06:09 AM
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DaveBcool
 
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A few questions

If a CO or XO are knocked out, can they be recovered and re-enter?
If a Platoon leader is Knocked out, does a Platoon Member get promoted? By CO? By XO?
How many support vehicles are there per team?
What happens to a recovery vehicle enters a minefield?

Last edited by DaveBcool; 02-20-2014 at 06:45 AM.
Old 02-20-2014, 08:23 AM
  #16  
TheBennyB
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Originally Posted by DaveBcool
A few questions

If a CO or XO are knocked out, can they be recovered and re-enter?
If a Platoon leader is Knocked out, does a Platoon Member get promoted? By CO? By XO?
How many support vehicles are there per team?
What happens to a recovery vehicle enters a minefield?
CO and XO can be recovered.
If a platoon leader is knocked out the next in line of command in THAT platoon takes platoon commander duties. Each team will coordinate this on their own.
1 Support vehicle per team, so while your reparing a bridge or clearing a minefield you can't recover and vice versa.
If a recovery vehicle enters a minefield it is lost.

Last edited by TheBennyB; 02-21-2014 at 04:22 AM.
Old 02-21-2014, 04:23 AM
  #17  
TheBennyB
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Updated RT overview with a example of a battle execution.
Old 02-21-2014, 09:33 PM
  #18  
TheBennyB
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Originally Posted by cleong
Count me in with my Tamiya Panther. Anyone else coming down from New England and want to either car-pool or drive together?
A little late, but fantastic you can make the ride! That's a hell of a road trip from CT. Be careful on the way down and looking forward to it.
Old 02-22-2014, 09:45 PM
  #19  
TheBennyB
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Cheat sheet with the guidelines/rules on the way. I know this is a lot of info to digest. Remember not all elements will be in the 1st battle but gradually implemented through the campaigns.
This is going to be an fantastic event with all kinds of battle styles that will make you remember the weekend!
Old 02-28-2014, 06:50 AM
  #20  
TheBennyB
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2 weeks and counting tankers! Don't miss the first AAF tank museum event of the year. We're going to have lots of different battle styles and campaigns to battle through! Get your hotel reservations if needed. Looking forward to seeing any winter build projects!!
Old 03-04-2014, 02:08 PM
  #21  
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Any idea what the head count will be? Who will be there from ACE?
Old 03-04-2014, 06:09 PM
  #22  
TheBennyB
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Not sure on head count. You need to contact someone?
Old 03-05-2014, 03:07 PM
  #23  
kinzavrop
 
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Just wondering if Bill, James, Roel, Aaron and others that I have not seen in years will be there.
Old 03-05-2014, 04:36 PM
  #24  
TheBennyB
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Originally Posted by kinzavrop
Just wondering if Bill, James, Roel, Aaron and others that I have not seen in years will be there.
James left the hobby and club. Roel we still hear from occasionally but he is always busy with his kids activities on weekends. Hard for Aaron to get away and
Bill is a maybe due to health. The usual ACE members will be there though. Guessing around 20-30 tankers for the weekend.
Old 03-06-2014, 05:25 AM
  #25  
TheBennyB
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Only 1 week to go tankers! Don't miss the first event of 2014 at the AAF tank museum battlefield. We have all kinds of battle styles and campaign scenario's planned to keep everyone
on the field as much as possible. Lets start a head count on who's trying to come down...

From ACE:
Bret
Jake
Daryl
Willy
Tony?
Bill?
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